STAR TREK
DEEP SPACE NINE
H A R B I N G E R
You start in a Runabout heading for DS9 and you are attacked by alien probes. The
runabout is damaged when you get to DS9, you have to help Odo fix the containment
field before the cabin becomes flooded with plasma. First look at the control panel
behind you until you find that the Starfleet insignia when it comes up click on it to vent
the plasma. Look for the damaged area and replace them by using the side panels over
the damaged ones.
When you get to Ops on DS9 it will be a little tricky moving around but after little while
you get the hang of it. Remember when going to see Dax that you go behind her then
turn to the left so you are facing her back then after talking with her go to Captain Sisko
and talk to him so he can turn on the turbo lites, so you can leave Ops. In decoding the
logs, you must first translate the words of each colour bar by using the computer so you
can understand them. Then place in this order Purple, Green, Yellow, Red, Blue, and
play back. This will give you Access to the logs. When ensign Yarrow is killed by the
red lyekotion and you are able to kill him, you have to get the refraction device from him
before leaving so you can track the others.
When you crash in the citadel first thing you do is fix try to fix the transporter, check the
control panel it will tell you too manual reroute the ODN Conduit. The easiest way of
doing this is starting with blue and running it straight down until you come to the bad
switch. Then just go around it by going to the left then finish at the bottom. The next is
the red, move the Switches so they go to the one that has nothing in the centre. Use this
to get the beam to the other side. After this go straight down to the bottom of the red
connection to light the red. Finish connection with White using the same way you did red
all 3 beams will past though the one with nothing in the centre of it.
Before leaving the runabout remember to get a phaser from the back cabinet. The best
way to get through the Maze. The maze has five doors, one you came in and the others
you have to go to but in the right order and there are probes that fire at you in the maze.
The best way I found to solve it is first head for the centre of the maze saving the game
once a move. Then head up until you find the turbolift that takes you to the power
transfer room. At the power room there will be two working panels which have symbols
that look like the probes, click on both of then one time and you will have turned the
probes in the maze OFF. Then go back to the maze and head back the way you came
until you see two doors, one has a green panel from the door you came in from. Head
for the other, go in though the door and activate the first generator. Then from that door
you can see the other side of the maze. Head for the door that is straight across from the
door you are at and you will find the generator. Generator 2 is there turn it on, and then
head back to the centre of the maze to the power room.
In the power room all the panels you need are now working. The centre of each Panel
is the only thing you need to make this work. First find the panel with pink in the centre,
click on it, then find the other panel with pink in the centre click on that. You will then
see a pink arc in the centre of the control. Do the same thing with the yellow panels and
see the yellow arc then with blue panels and get the blue arc. Then press the green panels
and get a green arc and you will see a different type of arc. Move to the red panels, they
are the ones used to turn the probes off. Click on both red panels, and the control Panel
will short out. Along with that the shield that stops you from going though the last door.
Go back to the maze and head for the last door. You will end up in a room with 3 doors
the only one you need to go in is the door on the left, communication Go in the room
with the symbol on the door that looks like a satellite dish on it. Head to the other side
of the panel and you will see a view screen this is were you call for help Odo.
Then head back to the runabout and try the transporter.
How to open the Gate near the runabout The lock is divided up into 4 parts. You only
need to use 3 to open the door. Top left click on big symbols one time. Bottom left click
on symbols N.B 2. Bottom right click on symbols N.B 2. The door will open. You are
past the door and are know standing in a room that has 3 doors first go to the door that
is straight a head open it and walk through you will see a control panel on one of the
sides move to it and click on it you will see a bridge appear there but when you let go it
disappears.
Next go back to the room you where in there are to doors left the one to the left has a
panel with 3 symbols each one show you differ types of probes. This room has NO
importance. The door to the right is important so go there first walk in and you will see
a room that look likes a bedroom, if you look hard you will find Quark he is hiding on
your Runabout with one of the refraction devices you need to get his help so you can get
across the bridge in the first room you went in to. When you cross the bridge there will
be probes firing at you so be careful and remember to save before starting across.
When you cross you will walk in to a room with a panel in the centre of it. Next look for
stairs walk up them and you will find another bridge that goes across. It takes you back
where you where when you got through the maze so do not cross it yet. First turn back
around and you will see more stairs going up. Take the stairs up and you will find the
computer room move in the centre on the room and a Holo-Program comes up and ask
you a question. Ask him to build you a ship. Ask him to let you talk to master control
and he will ask you for the words of access, you find the words by heading back to
communication room and talking with the Odo and the others. Now is when you use the
second bridge as a short cut to communications.
The words are Invoke Master Control. DO NOT Invoke tactical or you will end up
DEAD. After you invoke Master Control he is going to want you the head back to
communication To Rout Communication back to the room that he is in so he can talk to
his children to do this head back to the communication take to Odo then click on the
panel 5 Symbols will appear 2 on the left 1 in the middle 2 on the right click on the one
in the middle and you will have done it then head Back to master control next Find Quark
because you are going to need his reflection device to fool the tactical Holo-program. The
Device has 2 settings one invisible and one reflection you will need to use the reflection
setting to fool the tactical holo-program Once at the holo-deck room, activate The Device
with the Reflection Setting. Once the ship builder program is activated, ask to invoke
Tactical Program. Be firm with him with the dialogue and head towards that tactical
control program has failed in its task. Then order him to purge the system. Oncepurged,
head back to the room where you last found quark. Look around and you will has a 3
cylinders on the ground. Blow it up with the phaser. Head back to holo-deck room. You
will see the Master Control program there. He will inform you to that your ship Hornet
is now ready. Get on the ship via transport and head back to the wormhole. It is
automated and all you have to do is fight off the Nemesis and blow it up
Updated and corrected by Lord Marcus Dracon
marhar@wr.com.au.
Assisted by Dmchun@aol.com, (thanks a mill for helping me finish it)